Thursday, September 10, 2015

Southland: Kalgoorlie Gold Mine

THE SOUTHLAND
A Fantasy Core Setting
© Jerry Harris 2014
(This link will take you to the Fantasy Core Index.)


Kalgoorlie Gold Mine




[I’m sure you’re thinking what I’m thinking: a gigantic “Caves of Chaos.”  Well, that’s what I’m thinking at least.]

Seven Sisters Myth: The Sisters found a mad Wizard trying to dig up all of the gold in the land.  They offered to help him, if he would help them escape.  With all of their magic, they tunneled to the other side of the world, digging up all the gold.  The Wizard grabbed the prettiest Sister, ran down the tunnel, and collapsed it behind him.

There are a multitude of Orc clans in the Outback, each with their own King.  Most of the smaller clans are scavengers, moving into an area, depleting its resources, and then moving on.  They will also raid for substantial, potential material gain.  They are constantly sending out scout parties for potential opportunities.  A few large clans have made their permanent residence in the Kalgoorie area.  (They extensively hunt the wildlife in the surrounding area for food.)  Unfortunately, this is also the richest gold deposit on the continent.  They seem to be determined to hold the mines in the face of continuing colonial incursions.   

Orcs will fight anyone, including each other, if not especially.  Leadership is determined by direct challenge to the death.  The various clans are combative against one another for territory and resources.  They will work together if sufficiently threatened, though the big egos of the kings ensure it won’t be a lasting alliance.  Orcs are strictly carnivores, but they’re not picky about the quality of the meat or where it comes from.  Their fellow Orcs are the last option, but they aren’t shy about availing themselves of it if hungry enough.  They can replicate once a month, if well fed.  It takes about two months for a new Orc to mature.    

In a fight, Orcs leaders are quite stout and intelligent in tactics.  They will use ranged weapons, magic, and rushes to their advantage, and are capable of flanking and encircling maneuvers.  But they only plan once.  They tend to stick to the plan, regardless of results, as the leaders tend to overestimate their intelligence and underestimate their foes.   Worse, the leaders tend to be at the forefront of any battle, often ensuring their own quick deaths.    

While not fearless, leaderless Orcs tend to be undone in combat by their berserker nature.  Once they start fighting, they will keep fighting until victorious or until they can no longer fight as a unit.  They will take captives and accept surrender only if ordered (or stopped) by a powerful leader.  They tend to over-extend themselves in battle and be unable to hold what they take.     

Orc Soldier
HD 1+1, Hp 5 (9 Sgt), AC 14 (Leather, Light Wooden Shield)
Fort +3, Ref +0, Will –2
Melee: Short Sword +3 to hit 1d6+1
Ranged: Javelin +1 to hit 1d6

Your typical Orc is just bright enough to follow orders (if given harshly enough). Without strong leadership, Orcs tend to attack with reckless abandon when confronted.  Their joy in killing is actually greater than their appetite.  

Orc Officer
HD 3+1, Hp 15 (27 Cpt, Chieftain), AC 15 (Leather, Light Wooden Shield)
Fort +4, Ref +2, Will +1
Melee: Longsword +5 to hit 1d8+2
Ranged: Short Bow +4 to hit 1d6, M

Smaller clans will be lead by a Chieftain, while larger ones will have multiple Captains serving their King.  They are bigger and a bit smarter than the average Orc. 

Orc King
HD 5+1, Hp 45, AC 16 (Rough Hide, Light Wooden Shield)
Fort +5, Ref +3, Will +2
Melee: Battleaxe +7 to hit 1d8+2

The biggest, toughest, most disagreeable Orcs get to be King.  The moment they lose their subjects’ confidence, the challenges will come.  The King must be killed in single combat for another to take the title.

Orc Shaman
HD 3+1 (d6), Hp 12, AC 15 (Leather), Enhanced Init +3
Fort +1, Ref +4, Will +3
Melee: Dagger +1 to hit 1d4
Ranged: Short Bow +4 to hit 1d6, M

Spell Check +4, Save Against DC 14, up to 2 failed Spellchecks/encounter
DC 13 to cast
Magic Missile: 8 impact damage + Knocked down. (Ref Sv all damage) Short range.
DC 14 to cast
Acid Arrow: 8 acid damage + -1 to non-Dex bonus AC. (Ref Sv all damage) Short range.

Magic knowledge is passed down orally amongst Orcs with the casting ability, as they are all illiterate.  The focus is generally on combat spells. 

Ogre (Mutant Orc)
HD 4d8+11, Hp 29, AC 16 (Hide Armor)
Fort +6, Ref +0, Will +1
Melee: Greatclub +8 to hit 2d8+7
Ranged: Large Spear +1 to hit 1d12

Large, mutant Orcs with child-like intelligence, but very cheerfully cruel.  Natural bullies, but cowardly if seriously hurt or intimidated.

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